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Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
usually carry a feather token (see chapter 5) as insurance. No token? Don’t panic! Because of the maze of bridges and spans connecting the towers, there’s an excellent chance that you won’t fall more
that was drawn to the city. This cushions your fall… but now you’re on top of an air elemental.
9 A guardian angel manifests and catches you. Is this sheer luck due to Sharn’s proximity to Syrania
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
usually carry a feather token (see chapter 5) as insurance. No token? Don’t panic! Because of the maze of bridges and spans connecting the towers, there’s an excellent chance that you won’t fall more
that was drawn to the city. This cushions your fall… but now you’re on top of an air elemental.
9 A guardian angel manifests and catches you. Is this sheer luck due to Sharn’s proximity to Syrania
Magic Items
Infernal Machine Rebuild
, a supply of which can always be produced from the machine’s inner workings. This silver wire shares the same general nature as the silvery cord of an astral projection spell, connecting to the
guardian appears next to you, functioning as if you had cast the Mordenkainen's faithful hound spell. The guardian disappears if you die, regain hit points, or regain consciousness.
No one takes you
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
galleries that lead to the arboretums have the same characteristics. The doors to all connecting areas are closed. Nodules of luminescent fungus hang from the ceiling and walls and grow in clumps on the
on opposite walls. Torn and burnt pages, bindings, and scrolls form disordered piles in the corners.
Treasure. Rooting around in the wreckage, separate successful DC 15 Wisdom (Perception) checks
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
galleries that lead to the arboretums have the same characteristics. The doors to all connecting areas are closed. Nodules of luminescent fungus hang from the ceiling and walls and grow in clumps on the
on opposite walls. Torn and burnt pages, bindings, and scrolls form disordered piles in the corners.
Treasure. Rooting around in the wreckage, separate successful DC 15 Wisdom (Perception) checks
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
connecting the magically charged rods in areas B7 or area B22. An open mindgate can be pushed shut again, although it closes on its own after 1 hour, harmlessly pushing aside anything in the way. B14
, waving eyestalks, and a toothy maw floats vigilantly through the area.
A beholder named Mublinesh appointed itself as Ilvaash’s guardian and floats throughout this area, alert for intruders. Ilvaash
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
colossus’s legs (area L7) and abdomen (areas L9–area L11), respectively. A 10-foot-wide antigravity well cylinder serves as a spine, connecting to area L9. Treasure. A weapon rack on the wall opposite
manifests a physical entity to converse with the party. Proceed to the “Graymatter Guardian” section below. Hidden Sentinels. This chamber contains false walls made of thin metal plates. A character
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
connecting the magically charged rods in areas B7 or area B22. An open mindgate can be pushed shut again, although it closes on its own after 1 hour, harmlessly pushing aside anything in the way. B14
, waving eyestalks, and a toothy maw floats vigilantly through the area.
A beholder named Mublinesh appointed itself as Ilvaash’s guardian and floats throughout this area, alert for intruders. Ilvaash
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
connecting to area V32. V10: Trapped Black Rose Bearer Both doors to this room are locked. A character can take the key from Guerthel (see area V4), or as an action, a character can use thieves’ tools to
worth 100 gp each, and six paintings worth 250 gp each. V12b: Guardian Chamber. A beholder zombie waits inside this vault. Akaazi keeps this zombie apart from the other Undead and reserves it for
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
connecting to area V32. V10: Trapped Black Rose Bearer Both doors to this room are locked. A character can take the key from Guerthel (see area V4), or as an action, a character can use thieves’ tools to
worth 100 gp each, and six paintings worth 250 gp each. V12b: Guardian Chamber. A beholder zombie waits inside this vault. Akaazi keeps this zombie apart from the other Undead and reserves it for
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
colossus’s legs (area L7) and abdomen (areas L9–area L11), respectively. A 10-foot-wide antigravity well cylinder serves as a spine, connecting to area L9. Treasure. A weapon rack on the wall opposite
manifests a physical entity to converse with the party. Proceed to the “Graymatter Guardian” section below. Hidden Sentinels. This chamber contains false walls made of thin metal plates. A character
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
across the harbor mouth and keeping anything larger than a rowboat from entering or leaving. As for land-based attacks, the 400-foot-long causeway connecting the Seatower’s islet to the shore needs no
. Along with a spectrum of ne’er-do-wells, her crew also contains several actual druids who keep the facility running and control the crew’s several guardian beasts, including a number of sweet-smelling
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
across the harbor mouth and keeping anything larger than a rowboat from entering or leaving. As for land-based attacks, the 400-foot-long causeway connecting the Seatower’s islet to the shore needs no
. Along with a spectrum of ne’er-do-wells, her crew also contains several actual druids who keep the facility running and control the crew’s several guardian beasts, including a number of sweet-smelling
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
rowboat from entering or leaving. As for land-based attacks, the 400-foot-long causeway connecting the Seatower’s islet to the shore needs no gates or drawbridges, as any attackers foolish enough to
facility running and control the crew’s several guardian beasts, including a number of sweet-smelling shambling mounds that live in the tanks, churning them as part of the purification process
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
rowboat from entering or leaving. As for land-based attacks, the 400-foot-long causeway connecting the Seatower’s islet to the shore needs no gates or drawbridges, as any attackers foolish enough to
facility running and control the crew’s several guardian beasts, including a number of sweet-smelling shambling mounds that live in the tanks, churning them as part of the purification process